turret-defense-wiki

Armory

Consumable powerups purchased with Prestige Points and used during gameplay.


How the Armory Works

  1. Buy powerups in the Armory menu using Prestige Points
  2. Powerups are stored in your inventory
  3. Use powerups during gameplay from the bottom bar
  4. Each powerup has a per-game limit on how many times you can use it

Legendary Powerups

The most powerful effects. Use wisely!

The Nuke - 12,000 PP

Instantly kills ALL enemies on screen

Stat Value
Effect Kill all enemies
Max Per Game 1
Max Stack 3

When to use: Emergency situations, overwhelmed by enemies, clearing Titan waves.


Turret Mastery - 8,000 PP

All turrets gain +1 upgrade level for the entire game

Stat Value
Effect +1 level to all turrets
Duration Entire game
Max Per Game 1
Max Stack 3

When to use: Start of game for maximum benefit. Stacks with Prestige 45/50 bonuses.


Chain Reaction - 7,000 PP

Enemies explode on death for 15 seconds (50 AoE damage)

Stat Value
Effect Death explosions
AoE Damage 50
Duration 15 seconds
Max Per Game 2
Max Stack 5

When to use: Dense enemy waves, Swarm/Splitter heavy waves.


Large Cap - 6,000 PP

Double your interest cap for this game

Stat Value
Effect 2x interest cap
Duration Entire game
Max Per Game 1
Max Stack 3

When to use: Start of game. Extremely valuable for long runs.


Quantum Immunity - 5,000 PP

Cannot lose lives for 20 seconds

Stat Value
Effect Invulnerability
Duration 20 seconds
Max Per Game 2
Max Stack 5

When to use: Boss waves, Titan waves, when lives are critically low.


Credit Boost (500K) - 400 PP

Instantly gain $500,000 credits

Stat Value
Effect +500,000 credits
Max Per Game 1
Max Stack Unlimited

When to use: Late game when you need a major economy boost.


Epic Powerups

Strong timed effects for critical moments.

Triple Rewards - 500 PP

3x kill credits for 30 seconds

Stat Value
Effect 3x kill rewards
Duration 30 seconds
Max Per Game 2
Max Stack 5

When to use: High enemy count waves for maximum credits.


Rapid Fire - 500 PP

+100% fire rate for all turrets for 5 seconds

Stat Value
Effect 2x fire rate
Duration 5 seconds
Max Per Game 3
Max Stack 5

When to use: Boss encounters, emergency DPS burst.


Slow Mobius - 600 PP

90% slow to ALL enemies for 5 seconds

Stat Value
Effect 10% enemy speed
Duration 5 seconds
Max Per Game 3
Max Stack 5

When to use: Overwhelming rushes, buying time to kill priority targets.


Overcharge - 400 PP

+50% damage for all turrets for 10 seconds

Stat Value
Effect 1.5x damage
Duration 10 seconds
Max Per Game 3
Max Stack 5

When to use: Boss fights, tanky enemy waves.


Credit Boost (100K) - 100 PP

Instantly gain $100,000 credits

Stat Value
Effect +100,000 credits
Max Per Game 2
Max Stack Unlimited

When to use: Mid-game economy boost.


Rare Powerups

Useful utility effects.

Emergency Heal - 350 PP

Restore 10 lives instantly

Stat Value
Effect +10 lives
Max Per Game 1
Max Stack 5

When to use: When lives drop dangerously low.


Shield Burst - 250 PP

Restore Quantum Core shield to full (or gain 50 temp shield)

Stat Value
Effect Restore shield
Max Per Game 2
Max Stack 10

When to use: After shield is depleted, before major boss waves.


Free Turret - 200 PP

Place any turret (except MOAT) for FREE

Stat Value
Effect 1 free turret
Max Per Game 5
Max Stack 10

When to use: Early game economy, placing expensive turrets.


Credit Boost (50K) - 60 PP

Instantly gain $50,000 credits

Stat Value
Effect +50,000 credits
Max Per Game 2
Max Stack Unlimited

When to use: Early-mid game boost.


Common Powerups

Affordable basic effects.

Credit Boost (10K) - 15 PP

Instantly gain $10,000 credits

Stat Value
Effect +10,000 credits
Max Per Game 3
Max Stack Unlimited

When to use: Early game, when you need just a bit more.


Powerup Efficiency

Credit boosts have intentionally decreasing PP efficiency at higher tiers (convenience tax):

Powerup Credits/PP
Credit Boost 10K 666 credits/PP
Credit Boost 50K 833 credits/PP
Credit Boost 100K 1,000 credits/PP
Credit Boost 500K 1,250 credits/PP

Higher tier boosts are more PP efficient but have stricter per-game limits.


For New Players

For Mid-Game

For Late-Game Runs

For High Wave Attempts